Set in the aftermath of Red Alert 3, the global superpowers have been devastated by the war and an uneasy peace has descended onto the war-torn world. Yet the actions committed in the time-stream still have grave repercussions, as the paradox comes to a head and the impossible becomes possible... Red Alert 3 Paradox is an unofficial expansion pack project for Red Alert 3. Looking to expand the gameplay as much as possible, Paradox promises more than thrice as many units as the original, with dozens of new units in the existing sides and five new factions arising; the patriotic Confederate Revolutionaries, the sinister Mediterranean Syndicate, the otherworldly Atomic Kingdom of China, the noble Order of the Talon and the horrifying Electrical Protectorate.
While this isn't the official Paradox First Release (tm), it's the first time we've released content to the public. It contains the Aeronautics Complex (for constructing heavy aircraft) and the Achilles Super-fighter (for destroying ANY aircraft). Careful, the content you are about to download is extremely hot!
From the Readme:
ACHILLES MINIMOD version 1.0
HOW TO INSTALL
To install the Achilles minimod, you will need a legitimate copy of Red Alert 3.
Uprising doesn't count - you need the original game.
Once you have RA3 installed, here's how you apply and play the mod:
1. Unpack the RAR file. You'll need WinRAR to do it: Rarlab.com
2. Go to My Documents, then Red Alert 3. Create a folder in here called "Mods" if there isn't one already.
3. Take "ParadoxAchilles" (the whole folder) and put it in "Mods".
4. Open up the Red Alert 3 Control Center. Find it in your Start Menu (All Programs/Electronic Arts/Red Alert 3/Red Alert 3 Control Center).
5. Go to Game Browser in the Control Center, click the Mods tab, click ParadoxAchilles, and click the Launch Game button.
Have fun! If you have any questions, ask them in the Forums on our Moddb page.
---
MOD-EXCLUSIVE CHANGES
-Defense Bureau
-No longer requires an Airbase.
-Now requires only 50 power to construct.
-Aeronautics Complex
-Added to the Allies.
-Requires a Defense Bureau. Costs $1000, takes 0:15 to build, requires 50 power. Has one parking space.
-Constructs the Achilles Superiority Fighter.
-Achilles Fighter
-Added to the Allies.
-Constructed at the Aeronautics complex. Costs $3000, takes 0.25 to build.
-Anti-air unit. Very high speed, high rate of fire, high damage. Designed to take down Kirovs, but will probably win any air combat you send it into. May explode catastrophically on death.
-All Anti-Air aircraft
-Locomotors changed; fighter aircraft should now attempt to make strafing runs as much as possible, as well as circling in place when idle. This change aims to make air combat more dynamic.
---
This mod was made by the Paradox team. Keep watching our mod page at Moddb.com for more updates!
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
YEAH WOOO :D
sweet.
Nice mod. Everything works.
The Achilles can land at a normal airfield, allowing you to build multiple craft at the Aeronautics complex and landing them on a normal airfield.
Also the images for the complex and Achilles are a litle blured and also need the outline of the blue box blured.
The fusion torch glitches and flashes across the screen when used.
Just giving my opinion :)
We're aware of the first and are currently trying to figure out a fix; it may or may not be possible to restrict it and we'll try to find a balance if we can't. As for the images, we're still experimenting to figure out the right level of sharpness to the image; manually sharpening too much creates issues in the picture so it's not easy. As for the fusion torch gliches, We've not had too many problems, it may be your graphics settings.
actually jetstreams from other aircraft ( especially the vindicator) do that as well
Aww, crap. I fixed that in the actual Paradox build and just forgot to move the Airbase files over that prevent the Achilles from landing on them.
Will it be updated?
And about the unit/building pictures, can they be made to match the others (Quality and outline wise)?
The platform which holds Aeronautics Complex when placed on water is rotated 90 degrees so some parts of building are floating. Is this supposed to be so?
That's a temporary thing. For a while we were using the Refinery platform which is about the right size, but it had a few graphical glitches so we just replaced it until we can make a dedicated one.
Doh! We totally forgot about the platform. We'll fix it before release, fear not.
ooo i go play this :)
Not.
When the Archilles is idle, move the camera over the Achilles and back again. When it re-enters the screen the torch will go from the last place you saw it - to the Achilles and not follow it as it circles.
I would show you a screen shot but i don't know how :)
Most every effect does this (like most vehicles on fire) to some degree or another. The Achilles torch effect is just so prominate that this is very visable.
It's really just how the engine draws those effects. You can't really expect current hardware to be able to render high-resolution effects across the entire map even when you aren't looking at them.
You got a point.
It's not that big of a problem :)
Can't wait for the next release.
(Again, no preasure)
I've noticed that as well.
I think it's just one of those weird glitches, and it doesn't really bother me too much.
@Nathan Fus
Again, we have a lot of experimenting with small details like the build images before we can present images with such a high sharpness without ruining the image. The graphics programs we've tried usually start to break down the colours when the images get that sharp. We'll keep at it, and we'll have it fixed for the full release.
Remember what you're toying with here is pre-alpha. We're using it as a proof-of-concept, to show we can put unique content in. Your comments are helpful, but please don't expect prefection just yet.
Thats alright, aside from the graphic problems it is realy good, and very powerful too!
Keep it up :)
Sweet guys Id play it But I cant get the latest platch right now :( I cant even play online :( I miss it.
i think the apollo and tengu locomotors needs some revising because they only shoot 2 bullets before swerving away and back.
this is a problem with the achilles and mig as well but it doesn't matter with them - their weopon's high damage compensates it.
As said by moretanks!!!
It takes lots of tengus to shoot down a mig.
May need looking at(If it can be fixed).
Increase thair fire-rate so they shoot more before swerving, tengu's and mig's I mean.
We've looked into this already. We have some solutions we're going to play around with.
nice.
When you do the formation with the Achilles, it's image is on the ground!
Could this "Minor" error be fixed in later releases?
Whoa, what? That's really weird... I never noticed that before. I've got a solution though, so it'll be fixed soon.
Cool :)
that's true, i noticed too。
Works remarkably well for a pre-alpha proof of concept.
Also, is there any chance of having the fighters dogfighting be a bit more then cosmetic?
For example, a pair of Tengu's might have more armor and firepower then a single Apollo, but since the Apollo is a dedicated fighting and the Tengu isn't, it should be able to make tighter turns, take less hits and deliver more (though still not necessarily beat 2 Tengus as that would break balance, just put up a better fight before going down).
Just tossing around ideas, though it could be a nice touch if it worked, and actually differentiate a simple interceptor from a true dog fighter.
Though even the existing semi-cosmetic improvement is a great deal better then the vanilla "stand in place and pull the trigger until one of us is dead".
That's a great idea and once we figure out what all those damn locomotor values do we'll probably try to work it in.
tengus were absolutly useless in the original - i once lost eight of them to 4 apollos and they had NO losses!!! - this is how i work it out
apollo - price 1000
dedicated aa so all the money you spend is on aa
tengu - price 900
not dedicated, transformable so only half of this vehicle is anti air
900/2 = 450
so while the tengu is anti air, only 450 of the money you spend is used on the dogfighting so if you lose one , you also wast 450 worth of antipersonnel.
therefore an apollo should beat down 2 tengus because that's what they can do in the original game.
Thats not the point, as the balance will change end to end with the mod regardless.
The point is that more dedicated air superiority fighters should also be able to use maneuverability as an advantage against other air superiority fighters, and have the outcome determined by something other then pure armor and firepower.
This can lead to a situation where two aircraft are equal as pure interceptors (shooting down bombers and helicopters), but not quite as good when it comes to wrestling control of the sky to begin with, therefore making sure the factions weaker on the ground or sea have a way to assert their aerial supremacy.
Its basically a way to balance out the air superiority fighters in a way thats more interesting then simply tweaking their armor and damage values.
oh i see:
so anti bomber wise
achilles>mig=apollo=tengu
antifight
achilles>apollo>mig>tengu
oh and while i'm at the subject of dogfighting,i think the apollo speed during turning ( not degrees per second ) is the same as it boosting, so it is actually faster while turning than crusing.
sorry for the double post - my 5 min edit time ran out.
Double posts are okay.
But yeah, I did a few locomotor tweaks last night in an attempt to make the Apollo and Tengu more viable in the air. The MiG stayed as it is because it just needs to fire missiles on each run. I haven't had a chance to test it yet, sadly, but if it works I'll update the minimod with the fixes.
where to install that on vista those maps don"t exsist help not make them even when game installed
Documents > Red Alert 3 > Mods
Put the folder "ParadoxAchilles" there. If you can't see the "Mods" folder, you'll need to update your Red Alert 3 game to the latest patch.
is that it ? because in read me file it also says to open the "red alert 3 control center" from the start menu. but i dont hav it in the start menu. what should i do now ? where do i get the "control center"?
If you have the Red Alert 3 CD, the Control Center opens up when you insert it. (If not, go to the CD Drive in My Computer, and run "Autorun.exe").
The Control Center reads the data from the folders in My Documents. So, without the Control Center, you can't play the mod.
I saw in a past post that this will be the only minimod for paradox, and was going to be updated as you go.(Correct me if im wrong)
So when will you be updating the minimod?
(Again, no preasure:)
well what can be said it's great.But what I have to say has allready been said. Keep it up. Can't wait for the nex mini mod/full game
When will the mini-mod be updated?
I have seen some great things in the pictures.
(The units in-game working and all)
It might just be me, but I cannot select the Achilles unit while it is in the Aeronautics Complex; I had to select my entire army and then select it individually.
That's a known glitch; it has to do with the bounding box for the Aeronautics Complex being too large. It'll be fixed in the imcoming version 1.1
yea i have that too havefun fixing it ;)
Hmm ... I don't know if anyone's noticed this before, or if it's just me, but repairing Migs over a crusher is difficult, because the repair drones keep following the Mig in circles, unable to repair them.
build the crane next to the airbase :)
I tried installing this mod on my steam copy of ra3 but i dont know how to get it to play it. Does any one know if the steam copy or ra3 is mod compatible? If so how?
Neato =D